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Dedicated 2.53 release is finished


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#1 Mani Kanina

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Posted 25 June 2020 - 12:58 AM

As outlined in the last dev thread a few days ago, a version optimized for quest authors wanting to use the tileset now has been produced. This will be the dedicated 2.53 release, and while it's unlikely this will get it's own branch updates, it will be included with all releases of the tileset going forwards up until Zelda Classic 2.55 is finished.

What you can expect from this release over previous beta release:

1. Removal of all in-dev features, such as the scripted subscreen, the fire and ice rods (while those works, the weapon header needed to be gutted).
2. Removal of all maps and most example screens. Some example screens remains on map 1, mostly to offer example configurations for a few of the scripted features, but it's kept to a minimum.
3. Default configed any and all items that were either tied to the scripted subscreen or were otherwise not useful (See the various extra sword configurations), sprite configurations remain as to be easy to switch other sword graphics though.


New additions in this update:

1. A new palette aimed at replicating Link's Awakening's overworld palette. This is not an exact RGB copy, but more of a recreation of something closer to the experience of playing it on the GBC.
2. GB Zelda style HUD and pause menu subscreens have been added. These are probably less desirable due to how bright it ends up being, but it's a feature that has been in the pipeline.


You can find the latest tileset release in the tileset database, which will feature all major updates going forwards: [Database Entry]


Edited by Mani Kanina, 25 June 2020 - 02:50 AM.

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#2 Mani Kanina

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Posted 25 June 2020 - 11:15 PM

Oh yeah, I should add, there was a feature that was implemented into the tileset various versions back, but I think I forgot to mention it:
The tileset now have 3 versions of the built in ZC hoover boots item, they all have the default ZC hoover boots behaviour, of course:

unknown.png

But furthermore, the pits version lets Link walk over the scripted pits as if he is floating over them (this works indefinitely):

zc_screen00001.png

Similarly, there is a secondary version that works over lava instead, and a third version that works on both pits and lava. This works based on the hoover boots item's level. Level 1 gives pit floating, Level 2 gives lava floating Level 3 gives both. But having both the level 1 and 2 in your inventory would also give you both effects.

Conversely, if this is a scripted behaviour that you don't want, you can turn it off in the (still somewhat limited) options configuration near the start of the core script file:

unknown.png

 

Again, this feature was implemented a while back, so if you already have a quest in development in an older version of the tileset, check the item list under hoover boots to see if there are three versions there or just one.


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#3 ElvenPsychoRanger

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Posted 19 July 2020 - 05:09 PM

Thank you! Wow! Hover boots are a crazy awesome idea. Love that Link's Awakening look.  Appreciate you taking the time to work on this one. i'm definitely diving, or hovering, into this update.


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